Antless Posted April 18, 2015 Posted April 18, 2015 The title pretty much says it all. I have a rogue with mechanics 12 and I am wondering if there is any point in spending additional points in the skill. I haven't found a reference to anything requiring mechanics 13, but it would be a shame if I were to "dump" points into some other skill just to later find some traps I can't disarm or chests I can't open.
Incendax Posted April 18, 2015 Posted April 18, 2015 12 is the highest I've seen. Which means 10 + the +2 Mechanics Gloves will handle anything in the game.
gkathellar Posted April 18, 2015 Posted April 18, 2015 You don't need higher than 10, once you factor in the gloves from the Endless Paths. If I'm typing in red, it means I'm being sarcastic. But not this time. Dark green, on the other hand, is for jokes and irony in general.
Rosveen Posted April 18, 2015 Posted April 18, 2015 The +2 gloves are a random drop, so I don't think they should be considered. If you find them, that's great, but they're not a reliable factor. 2 points can be easily shaved off with lockpicks and resting bonus. Rite of Hidden Wonders adds further 3 points, but it isn't craftable. So you could get away with 7 Mechanics and use the scroll in a pinch.
Antless Posted April 18, 2015 Author Posted April 18, 2015 Thanks for the answers! I wasn't aware that these gloves existed, but I guess if I haven't found them by now, spending the extra points was the right thing anyways.
KDubya Posted April 18, 2015 Posted April 18, 2015 Ten worked fine for me through the endless paths. There were a few (maybe 3) traps that I wanted to cross but could not remove. I just moved everyone away and sent Eder in like the Hurt Locker guy, he made his saves. This is a good place for Itumaak, the EOD dog 1
Real Rahl Posted April 18, 2015 Posted April 18, 2015 10 is enough for everything outside od nua. After 3 trips thru the game I'm not sure that's true. Anyways, these gloves are fustrating. One game I get 3 pairs, zero the next. Tip toeing around some traps you can't disarm is not so bad. But there are some items that require high Mechanics to be able to find.
Guest Posted April 18, 2015 Posted April 18, 2015 Somethings to keep in mind: There are at least two inn that offer mechanics resting bonuses. There is a scroll that will give you +3 mechanics for like 3 minutes.
Ardan Reddy Posted April 18, 2015 Posted April 18, 2015 Anyone found any recipes or food that give mechanics boost also?
billythegreat Posted April 18, 2015 Posted April 18, 2015 There is no food that boost mechanics. If you don't find the Gloves of Manipulation, you can add 2 point in mechanics with inn resting bonus and 1 hooker in Salty Mast ( forget her name, gives +1 constitution and +1 mechanics for PC only).
Emptiness Posted April 18, 2015 Posted April 18, 2015 Ten worked fine for me through the endless paths. There were a few (maybe 3) traps that I wanted to cross but could not remove. I just moved everyone away and sent Eder in like the Hurt Locker guy, he made his saves. This is a good place for Itumaak, the EOD dog Itumaak doesn't trigger traps.
bjon045 Posted April 28, 2016 Posted April 28, 2016 (edited) 10 is enough for everything outside od nua. This might have been correct at the time but I thought I would post to correct this if people are playing now. There are now numerous traps that require more than 12. I was just testing in Galvinos Workshop in White March and there are traps requiring 15 points and I believe there is a chest requiring 16 in the crag bluffs. Edited April 28, 2016 by bjon045
falchen Posted April 28, 2016 Posted April 28, 2016 (edited) 10 is enough for everything outside od nua. This might have been correct at the time but I thought I would post to correct this if people are playing now. There are now numerous traps that require more than 12. I was just testing in Galvinos Workshop in White March and there are traps requiring 15 points and I believe there is a chest requiring 16 in the crag bluffs. Can confirm this, 12 is not enough to disarm some white march traps, though you can just walk around them or use items. I think 12 is still the number to aim for unless you are ocd about having to disarm everything. Edited April 28, 2016 by falchen
Blunderboss Posted April 28, 2016 Posted April 28, 2016 (edited) 10 +2 Gloves of Manipulation +2 Caed Nua Bonus should be enough to get trough everything , you can use scrolls of hidden wonders if something requires more Edited April 28, 2016 by Blunderboss
nem0 Posted April 28, 2016 Posted April 28, 2016 (edited) 10 +2 Gloves of Manipulation +2 Caed Nua Bonus should be enough to get trough everything , you can use scrolls of hidden wonders if something requires more I believe that the resting bonus and gloves suppress each other unfortunately. At least prior to 3.0, I have not tested since then. From what I remember there were two traps needing 15, a handful of 14 in galvino's and the final act sun in shadow. The chest in cragholdt bluffs has a key to it on the captain mercenary I believe. I would get 11 mechanics and then on a normal character and have gloves handy to swap in, while having a skill slave character to grab the 15s when wanted. You will just a have to dodge a few traps in the final act though. Edited April 28, 2016 by nem0
Dr <3 Posted April 29, 2016 Posted April 29, 2016 I feel that the most important thing of mechanic is not actually open chest/ traps, but spot hidden objects. If you have 11 or more you can find anything also in wm 1 and 2. So i go with 9+ gloves usually. 1
Kaylon Posted April 29, 2016 Posted April 29, 2016 The max bonus you can have for mechanics is +8 (+2 gloves, +2 resting, +1 salty mast, +3 scrolls) and for opening locks you can also use lockpicks which add another +2. But if you have a party just max mechanics on one of your party members and don't bother anymore. 2
Guest Posted April 29, 2016 Posted April 29, 2016 FYI re: WM - high level scaling effects traps. Therefore a level 9 trap in standard gameplay will be a level 12 trap with high level scaling. While Galvino's workshop is a tough crawl without a rogue, it becomes impossible to even *find* some traps unless you have one if you take the option to scale.
Stasis_Sword Posted April 30, 2016 Posted April 30, 2016 Personally I don't feel the need to be able to disarm every trap, but I want all the loot from hidden/locked objects. Are there any hidden objects that require more than 12 mechanics to spot? Are there any locked objects that 12 + 2 lockpicks can't open?
Guest Posted April 30, 2016 Posted April 30, 2016 In the expansion(s), yes. In the vanilla game there are a couple of trapped containers that you need 12 mechanics to disarm, but they are in Od Nua and the +2 resting bonus helps
Stasis_Sword Posted April 30, 2016 Posted April 30, 2016 In the expansion(s), yes. In the vanilla game there are a couple of trapped containers that you need 12 mechanics to disarm, but they are in Od Nua and the +2 resting bonus helps Returning to the core question what's the magic number to get all the loot (including the expansion, ignoring floor traps)? Is 14 (including modifiers) enough?
M4xw0lf Posted May 1, 2016 Posted May 1, 2016 (edited) I think there are several traps and one scripted event with difficulty 15 in WM pt2. Not sure if any of those traps are on containers... it's possible. Edited May 1, 2016 by M4xw0lf
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